
HALO INFINITE
When all hope is lost, step inside the armour of humanity’s greatest hero.

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Loading page contentGather your party. Shape the story. Roll the dice.
Published by Larian Studios · PC · PS5 · Xbox Series X · macOS · Linux
You wake up on a ship made of flesh. There is a tadpole in your brain. In seventy-two hours, you will not be you anymore.
A Mind Flayer nautiloid crashes after being attacked by githyanki riders, and you crawl from the wreckage with a parasite lodged behind your eye. An Illithid tadpole — the larval form of the tentacle-faced horrors that kidnapped you — is slowly rewriting your biology. Left unchecked, it will transform you into a Mind Flayer. You need a cure. You need allies. And you need both before the thing in your skull finishes its work.
This is the premise. It is not the story. The story is what happens when you gather a party of broken, brilliant, dangerous people and try to survive together.
Shadowheart — a half-elf cleric carrying a mysterious artefact she refuses to explain. Astarion — a pale elf rogue who is, and there is no gentle way to say this, a vampire spawn on the run from his master. Lae'zel — a githyanki warrior whose people want to kill you almost as much as the Mind Flayers do. Gale — a wizard who ate a piece of dead god and now has a bomb in his chest. Wyll — a warlock bound to a devil by a pact he regrets. Karlach — a tiefling barbarian with an Infernal Engine for a heart that is burning her alive from the inside.
These are your companions. Every one of them has a story that could carry a game alone. Together, they form the most compelling RPG party since the original Baldur's Gate — and the relationships you build with them are the true heart of this hundred-hour journey.
The adventure spans three massive acts. Act I drops you into the Wilderness — a sun-dappled, dangerous countryside where druids threaten refugees, goblins worship a false god, and a mysterious Shadow Curse bleeds from the east. Act II takes you through the Shadow-Cursed Lands — a nightmare of permanent darkness, undead, and a fortress ruled by an immortal general. Act III brings you to Baldur's Gate itself — one of the most detailed, interactive cities ever built in a video game, where every faction, every NPC, and every secret from the previous acts converges in a climax that depends entirely on your choices.
Your choices. That is the word that defines Baldur's Gate 3. Every conversation offers options. Every quest has multiple solutions. Every companion can be saved, betrayed, romanced, ignored, or accidentally killed. The game tracks thousands of variables, and the story bends around them in ways that feel organic rather than mechanical. You are not following a script. You are writing one — with dice rolls, dialogue, and the consequences of every decision you have made since the nautiloid fell.
By the time you reach the final confrontation — by the time you understand what the Absolute truly is, what the Elder Brain wants, and what the tadpole has been doing to you all along — you will have shaped a story that is genuinely yours. And that is BG3's greatest achievement: in a game this massive, every player's story feels personal.
Baldur's Gate 3 is the most faithful Dungeons & Dragons video game ever made. It adapts the 5th Edition ruleset with a devotion that borders on obsession — and then it uses that system to build something no tabletop game could ever achieve.
Turn-Based Combat
Combat is turn-based, adapted from D&D 5e. Every attack, spell, and ability is governed by dice rolls — and you see every roll. Crits land with devastating force. Misses sting. The RNG is real, and it creates moments of triumph and tragedy that scripted combat cannot replicate. Verticality matters: high ground gives advantage, pushing enemies off cliffs is a viable strategy, and the environment is destructible and interactive. Set oil on fire. Freeze water. Electrify blood pools. The systems-driven combat rewards creativity above all else.
Character Creation & Classes
Twelve classes, each with multiple subclasses. Forty-six races and subraces. Full appearance customisation. And every choice matters — your race, class, and background unlock unique dialogue options and quest solutions throughout the game. A Drow character can bluff their way through encounters that others must fight. A Bard can charm their way past obstacles. A Barbarian can simply smash the door. The build diversity is staggering.
Exploration & Choice
The world is designed to be prodded, poked, and broken. Stack crates to reach ledges. Polymorph into a cat to squeeze through gaps. Throw enemies into chasms. Persuade a boss to stand down. Kill the quest-giver. Rob the merchant blind and then sell their own goods back to them. The game does not judge. It adapts. And it remembers everything.
Multiplayer
The entire campaign is playable in online co-op with up to four players or local split-screen with two. Each player controls their own character and can make independent decisions — including decisions that contradict each other. This creates a multiplayer RPG experience that is chaotic, hilarious, and endlessly replayable.
Every action, attack, and spell follows Dungeons & Dragons 5th Edition rules — with real dice rolls visible on screen. Action economy, bonus actions, reactions, concentration spells, and opportunity attacks create tactical depth that rewards system mastery. Environmental interactions (fire, ice, acid, electricity) add emergent chaos. Combat is as deep as the tabletop game and more visually spectacular.
Thousands of tracked variables shape the story based on your choices. NPCs react to your race, class, past decisions, and reputation. Companions approve or disapprove of your actions, affecting relationships and unlocking or locking entire questlines. Multiple endings for every major storyline. The game remembers what you did — and makes you live with it.
12 classes, 46 races/subraces, multiclassing, feats, and a full respec system. Every combination creates a different gameplay experience and unlocks unique dialogue and quest solutions. A Paladin and a Warlock approach the same story from fundamentally different angles — and the game acknowledges both.
Six origin companions with fully voiced, cinematically presented personal questlines. Romance options for each companion with relationship arcs that span the entire game. Approval systems track your alignment with each companion's values. The relationships feel genuine — funny, tense, romantic, and sometimes heartbreaking.
The entire 80–100+ hour campaign is playable in online co-op with up to four players. Each player creates or controls a character with full agency — including the ability to make independent story decisions, start fights, steal, and betray the party. Local split-screen supports two players on console. The co-op transforms the RPG into a social experience.
The world is a physics playground. Stack objects, throw items, combine elements, destroy terrain, and exploit environmental hazards in combat and exploration. Telekinesis, Mage Hand, Wild Shape, Dimension Door — every spell has both combat and creative exploration applications. The game rewards experimentation and punishes nothing.
Binds for character navigation and positioning.
Attack triggers, secondary aim, and weapon reloads.
Skill activations, ultimate execution, and utility binds.
Scoreboards, mapping widgets, and overlay displays.
Standard match without rank pressure.
Ranked, skill-based lobbies.
Fast matches with random power-ups.
Free-for-all aim training.
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